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The Rendering Equation
Direct (local) illumination Light directly from light sources No shadows Indirect (global) illumination Hard and soft shadows Diffuse interreflections (radiosity) Glossy interreflections (caustics)
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Early Radiosity
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Lighting Effects Hard Shadows Soft Shadows Caustics
Indirect Illumination
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Challenge To evaluate the reflection equation
the incoming radiance must be known To evaluate the incoming radiance the reflected radiance must be known
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To The Rendering Equation
Questions 1. How is light measured? 2. How is the spatial distribution of light energy described? 3. How is reflection from a surface characterized? 4. What are the conditions for equilibrium flow of light in an environment?
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The Grand Scheme Light and Radiometry Energy Balance Surface
Rendering Equation Volume Rendering Equation Radiosity Equation
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[outgoing] - [incoming] = [emitted] - [absorbed]
Balance Equation Accountability [outgoing] - [incoming] = [emitted] - [absorbed] Macro level The total light energy put into the system must equal the energy leaving the system (usually, via heat). Micro level The energy flowing into a small region of phase space must equal the energy flowing out.
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Surface Balance Equation
[outgoing] = [emitted] + [reflected]
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Direction Conventions
BRDF Surface vs. Field Radiance
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Surface Balance Equation
[outgoing] = [emitted] + [reflected] + [transmitted] BTDF
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Two-Point Geometry Ray Tracing
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Coupling Equations Invariance of radiance
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The Rendering Equation
Directional form Transport operator i.e. ray tracing Integrate over hemisphere of directions
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The Rendering Equation
Surface form Geometry term Integrate over all surfaces Visibility term
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The Radiosity Equation
Assume diffuse reflection 1. 2. Question: How to incorporate directional light sources into this framework
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Integral Equations Integral equations of the 1st kind
Integral equations of the 2nd kind
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Linear Operators Linear operators act on functions
like matrices act on vectors They are linear in that Types of linear operators
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Rendering Operators Scattering operator Transport operator
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Solving the Rendering Equation
Solution
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Formal Solution Neumann series Verify
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Successive Approximations
Converged
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Successive Approximation
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Light Path
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Light Path
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Light Paths
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Light Transport Integrate over all paths of all lengths Question:
How to sample space of paths?
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Classic Ray Tracing From Heckbert Forward (from eye): E S* (D|G) L
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Photon Paths Radiosity Caustics From Heckbert
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How to Solve It? Finite element methods Classic radiosity
Mesh surfaces Piecewise constant basis functions Solve matrix equation Not practical for rendering equation Monte Carlo methods Path tracing (distributed ray tracing) Randomly trace ray from the eye Bidirectional ray tracing Photon mapping
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